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Let's Discuss Railgun!


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LETS DISCUSS RAILGUN  

38 members have voted

  1. 1. Which gaming style do you prefer when playing with Railgun?

    • Attack
      21
    • Defence
      14
    • Support
      15
    • Parkour
      2
  2. 2. Which Railgun augments do you prefer?

    • Standard
      1
    • Round stabilization
      2
    • Reinforced aiming transmission
      1
    • Round destabilization
      6
    • Electromagnetic accelerator "Scout"
      17
    • Large caliber rounds
      9
    • "Death Herald" compulsator
      10
    • Hyperspace rounds
      10
    • Super Armor-Piercing Rounds
      6
    • Incendiary Rounds
      3
    • Stun Rounds
      4
    • Cryo Rounds
      2
    • EMP Rounds
      3
    • Adrenaline
      1
  3. 3. Which skin for Railgun do you prefer?

    • Standard (HD)
      10
    • XT
      20
    • Legacy
      11
    • Prime
      4
    • Ultra
      9


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Now that I read it again, I agree with your opinion. The damage range has a high standard deviation which needs to be controlled more precisely.

 

Thanks for enlightening me, wolverine. :)

 

Guys do you mean railgun range nerf ?

 

If yes I have an a great idea

 

Take 7% of railgun range

 

And give 7% to railgun min DMG , so that railgun kill light hulls in 2 shots 100% no luck .

 

 

Please if you like. My idea press like ! If you didn't kindly discuss with me why .

 

 

I love you all guys I swear ♥♥♥ .

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Railgun has infinite range. There is no such thing as 7% of infinity.

My dump English :( and dump Google translate :( !!! .

 

What do you mean ?

Anyway ,

 

I mean decrease 7% of railgun range

 

Like in highland map your shot hit 900 DMG points but when you hit him from your base to he's base DMG decrease by 7%

 

But min DMG will be increased too by 7%

 

So this will help in maps that has no big open train like polygon arena noise etc DMG will not be decreased coz there is a builds that prevent you from shots from long range , anyway ,

 

Oh man I know you wont understand :( idk how to explain :(

 

 

In total increase railgun DMG so that it can kill light hulls in 2 shots 100% no luck like in old railgun . one shot using dd 100% too ,

 

Is this good idea ? If yes press like and if not discuss with me .

 

 

And I appreciate it to you ninja , you are so kind ♥♥♥♦ this make me feel like you respect me T_T I'm so happy .

 

I hope we be like a family coz I'm gonna stay here for LONG time :) .

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I think what he means is damage falloff. And no, the lack of it is something that makes Railgun unique.

OK , what about this idea ?

 

Why don't the devs buff railgun min DMG by 10% and max by 5% or 10% to kill the light hulls by 2 shots 100% no luck .

 

Its a good idea? Discuss with me .

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OK , what about this idea ?

 

Why don't the devs buff railgun min DMG by 10% and max by 5% or 10% to kill the light hulls by 2 shots 100% no luck .

 

Its a good idea? Discuss with me .

When the devs changed railgun, IIRC, they said it was their desire to give light hulls a slight chance of living through 2 hits. That is why there is a compensation adjustment in BP/XP to ensure 2-hit kills. I have never played BP/XP so my memory is a bit hazy on this. But if I am right here you are basically asking for the direct opposite of the Devs; goal here.  IOW, rotsa ruck with this one.

Edited by LittleWillie

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When the devs changed railgun, IIRC, they said it was their desire to give light hulls a slight chance of living through 2 hits. That is why there is a compensation adjustment in BP/XP to ensure 2-hit kills. I have never played BP/XP so my memory is a bit hazy on this. But if I am right here you are basically asking for the direct opposite of the Devs; goal here. IOW, rotsa ruck with this one.

 

Hey and thanks for replying kindly :) I really appreciate it to you ♥! .

 

So you saying that railgun won't be able to 2 shots a light hulls again ? OK I have the best solution to this .

 

You said the devs want give the light hulls a chance from railgun ? OK nice and good .

 

The solution is ...

 

Make railgun kill light hulls by 2 shots

 

And to give the light hulls a chance against it give them ( light hulls ) more accrletertion speed ( and if necessary maximum speed ) buff :) so them become harder to be hitter :) and this gonna make the 2 sides need more skills .

 

I mean for example .

 

Railgun targeting ( aiming ) at ( on ) a wasp in serpuhov map , the railgun needs 2 shots to kill the light hulls but don't forget

That the light now become faster ! So its quite hard to get him and this gonna require more skills from the 2 side

 

Wasp : control the speed professionally

 

Railgun : targeting professionally :)

 

When the game balance require more skills ( like my idea ) the game gonna be MORE fun and strategy :) .

 

 

Please if you like my idea and comment or anything smash the like button down of my post in the left :)

 

If you don't or feel to discuss me :) I'm here 17 hour daily and some days 20 hour .

 

 

Thank you all ♥♥ .

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And to give the light hulls a chance against it give them ( light hulls ) more accrletertion speed ( and if necessary maximum speed ) buff :) so them become harder to be hitter :) and this gonna make the 2 sides need more skills .

I mean for example .

Railgun targeting ( aiming ) at ( on ) a wasp in serpuhov map , the railgun needs 2 shots to kill the light hulls but don't forget

That the light now become faster ! So its quite hard to get him and this gonna require more skills from the 2 side

Wasp : control the speed professionally

Railgun : targeting professionally :)

When the game balance require more skills ( like my idea ) the game gonna be MORE fun and strategy :) .

This was exactly how it used to be and there is a reason it was changed. -_-

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old-railgun,

 

As ThirdOnion says, you are asking to undo what the devs said was their intent. If they undo the Last Great Rebalancing for railgun, then Isida users will demand the return of 50% self-heal, Shafters will demand penetration damage again, Vulcans their mega-impact effect, Smoky its faster rate of fire and massive crit hit damage, etc etc etc.

 

Railgun was not the only turret changed since 2016. You are asking for something that Ain't. Gonna. Happen. The devs are not going to rol;l back a year and a half of development because one or three people post on the forum. 

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This was exactly how it used to be and there is a reason it was changed. -_-

 

OK as you said from your account and your alt acc .

 

 

Can you please kindly give me the reason why its changed ? I mean if its happens like my idea up ((( light hulls more speed to avoid railgun shots but require skills to control this spped which make it FUN , and railgun gets a buff but its become harder to hit light hulls coz of the high speed which require you a good skills . skills game strategy fun game ))) its gonna be more fun and better balance for thi s game .

 

So kindly discuss me I appreciate your respecting to me brother .

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Can you please kindly give me the reason why its changed ? I mean if its happens like my idea up ((( light hulls more speed to avoid railgun shots but require skills to control this spped which make it FUN , and railgun gets a buff but its become harder to hit light hulls coz of the high speed which require you a good skills . skills game strategy fun game ))) its gonna be more fun and better balance for thi s game .

Because hitting light hulls with Rail is not hard no matter how fast they are going. There isn't much skill involved here - it's a hitscan weapon.

 

Secondly, "more skill" is not a justification for a balance change. This is what happened with Magnum: I suspect the developers thought Magnum would be balanced because of how hard it was to use. Of course we all know that Magnum turned out OP anyway.

Edited by ThirdOnion
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I just hired the high calibre ammo alt and I think it actually makes the turret worse not better.

 

+40% great, except just about everyone has 25%+ protection so now it's +15% everyones drugging as fast as they can so now it's down to 7% improvement in firepower but it now takes over 6 seconds to reload.

 

So all I really paid for was a slower loading railgun. 

 

Glad I only hired it, cause I'd have been p1553d if I had paid for it in full. 

 

So railgun alts are faster tracking but the already not great auto aim is worse. 100,000 Xtals to narrow the gap between high and low damage shots which all of the other turrets have already, and another 100,000 Xtals to make it really slow loading. 

 

Ricochet alt gives it twice as much range and speeds up the shot! Not complaining as I use Rico=alt to hunt Magnums behind cover but C'mon really?

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+40% great, except just about everyone has 25%+ protection so now it's +15% everyones drugging as fast as they can so now it's down to 7% improvement in firepower but it now takes over 6 seconds to reload.

There's no way the improvement can be 7% unless everyone magically switches to 25% protections and starts drugging the moment you equip the alt.

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There's no way the improvement can be 7% unless everyone magically switches to 25% protections and starts drugging the moment you equip the alt.

Most players do have 25% and more protection.

 

Everyone starts drugging the moment they spawn don't they? I'm still trying to figure out how half the opposition can be on full drugs 10 seconds after the start of the game!

 

Drugs isn't the only issue. I gave the alt a good run in pro games, no drugs or overdrive and it just means that with the protection you get at best 15% more damage but now unaltered rail can outshoot you 3 to 2 and thunder can splat my M2 titan faster than I can get off two shots, which as thunder is great for knocking rail off aim are going to have to be very well aimed. So we're left with precious little in the way of benefits for a large handicap. 

 

Faster turret turning an alt? Turn the tank and turret, I figured that out after 5 minutes playing rail. 

The only alt that might be worth paying for is the shell stabilization. The reduction in damage spread at M2 should give consistent damage in the 900-1000hp per shot -25% /2 =350 to 375hp per shot roughly in the real world. 

 

I probably should have explained that I usually play gatekeeper so pretty much everyone I shoot at is on full drugs and or overdrive waiting for a push button 4X improvement in their tank. So far my all time low shot score has been 182hp I do use double dam/ armor but alternately and only when needed. I much prefer to play pro matches with no drugs, drops or overdrive but these are pretty thin on the ground. Half of the pro matches seem to be drugfests now and I'm too busy concentrating on the game to keep up with the frantic 12345 play some seem to enjoy. 

 

Tanki used to be about playing the game and there are still players out there who will play for the fun of it. Late night games attract players I've noticed. But for the most part it's about winning and doing so as easily and possible.

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If everyone has 25% protection and drugs all the time, your stock Railgun does x amount of damage. The alteration improves that damage, not matter how low it is, by 40%. Not by 7%.

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Most players do have 25% and more protection.

 

Everyone starts drugging the moment they spawn don't they? I'm still trying to figure out how half the opposition can be on full drugs 10 seconds after the start of the game!

 

Drugs isn't the only issue. I gave the alt a good run in pro games, no drugs or overdrive and it just means that with the protection you get at best 15% more damage but now unaltered rail can outshoot you 3 to 2 and thunder can splat my M2 titan faster than I can get off two shots, which as thunder is great for knocking rail off aim are going to have to be very well aimed. So we're left with precious little in the way of benefits for a large handicap.

 

Faster turret turning an alt? Turn the tank and turret, I figured that out after 5 minutes playing rail.

The only alt that might be worth paying for is the shell stabilization. The reduction in damage spread at M2 should give consistent damage in the 900-1000hp per shot -25% /2 =350 to 375hp per shot roughly in the real world.

 

I probably should have explained that I usually play gatekeeper so pretty much everyone I shoot at is on full drugs and or overdrive waiting for a push button 4X improvement in their tank. So far my all time low shot score has been 182hp I do use double dam/ armor but alternately and only when needed. I much prefer to play pro matches with no drugs, drops or overdrive but these are pretty thin on the ground. Half of the pro matches seem to be drugfests now and I'm too busy concentrating on the game to keep up with the frantic 12345 play some seem to enjoy.

 

Tanki used to be about playing the game and there are still players out there who will play for the fun of it. Late night games attract players I've noticed. But for the most part it's about winning and doing so as easily and possible.

 

 

 

I can't believe my eyes !!!!!!! I'm in a dream ?!

 

There is a person saying that railgun weak or bad ? Yes man I understand you as you explored the past pages people asking for railgun buff but no one listing .

 

So we buy an alt cost 100k to buy a DMG was in the railgun and it was cost only 96k , but now to buy railgun ( complete railgun ) you need to buy railgun which cost 96k and the alteration ( the DMG which spiltted into an alteration in 2016/10 but weaker ) which cost 100k to buy railgun ? Which mean 96k+ 100k = 200 k to buy a freaking railgun not even like the old one ? Tanki is dead man dead ! Conpletle dead ,

 

This happinging to most of guns and tanks ! Tanki is dead .

 

 

My advice to the sleepy peppy devs is to buff railgun min DMG like 7% or 10% to kill light hulls by 2 shots 100% no luck .

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So we buy an alt cost 100k to buy a DMG was in the railgun and it was cost only 96k , but now to buy railgun ( complete railgun ) you need to buy railgun which cost 96k and the alteration ( the DMG which spiltted into an alteration in 2016/10 but weaker ) which cost 100k to buy railgun ? Which mean 96k+ 100k = 200 k to buy a freaking railgun not even like the old one ? Tanki is dead man dead ! Conpletle dead ,

Did you even read what he wrote? He said the alteration made the turret worse, not better. That is, he prefers the current lower damage higher rate of fire Railgun.

Edited by ThirdOnion

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Most players do have 25% and more protection.

 

Everyone starts drugging the moment they spawn don't they? I'm still trying to figure out how half the opposition can be on full drugs 10 seconds after the start of the game!

 

Drugs isn't the only issue. I gave the alt a good run in pro games, no drugs or overdrive and it just means that with the protection you get at best 15% more damage but now unaltered rail can outshoot you 3 to 2 and thunder can splat my M2 titan faster than I can get off two shots, which as thunder is great for knocking rail off aim are going to have to be very well aimed. So we're left with precious little in the way of benefits for a large handicap. 

 

Faster turret turning an alt? Turn the tank and turret, I figured that out after 5 minutes playing rail. 

The only alt that might be worth paying for is the shell stabilization. The reduction in damage spread at M2 should give consistent damage in the 900-1000hp per shot -25% /2 =350 to 375hp per shot roughly in the real world. 

 

I probably should have explained that I usually play gatekeeper so pretty much everyone I shoot at is on full drugs and or overdrive waiting for a push button 4X improvement in their tank. So far my all time low shot score has been 182hp I do use double dam/ armor but alternately and only when needed. I much prefer to play pro matches with no drugs, drops or overdrive but these are pretty thin on the ground. Half of the pro matches seem to be drugfests now and I'm too busy concentrating on the game to keep up with the frantic 12345 play some seem to enjoy. 

 

Tanki used to be about playing the game and there are still players out there who will play for the fun of it. Late night games attract players I've noticed. But for the most part it's about winning and doing so as easily and possible.

Alt or no alt - protection vs Rail will affect you.  With each shot you'd be doing even less damage without the alt.

 

And really - the surprise first shot doing more damage is waaaay more important than your reload time.

There's many targets you might destroy with 1 shot with alt.

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"Oh dear me! He appears to have equipped protection for my turret and has Doubled his Armor! A shame I have a button I can press to Double my Power..." Am I missing something? All protection does is make them have to be shot more. It doesn't impair your aim or anything!

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Railgun doesn't need a buff.

 

My point was that in a practical situation i.e. a not pro battle full of drugs being gatekeeper so everyone is drugged attacking flags/goals the very expensive alt makes little or no difference in damage to the average player on 25% protection and DA. But the 50% increase in reload time does. So the expensive alt makes the turret overall worse to use.

 

In a no drugs battle there is still protection to deal with but now normal rail gan get off 3 shots in the time it takes the alt to get off 2

 

3 average shots = 2700 points or so.

 

With the alt 2 shots = 2800 points or so (all figures are roughly worked out on the back of an envelope with M2 stats)

 

But both take the same amount of time.

 

Factor in impact which is unchanged with the alt and you can do more actual game influencing damage without the alt. Shooting isn't all about killing the opponent. If I can flip a tank then no matter how much protection or armor he has then he's ineffective. Same with knocking shaft and striker off aim. I don't have to kill with one shot to get them, just keep knocking them off aim while doing damage to them. Shaft Mammoth might get a couple of arcade hits on me but they rarely get time to lock on. I use thunder against rail in the same way. Wait for the railgun to light up then hit them on the side, turning the tank sending the shot wild. It takes little timing but really upsets people when my piddley little Hornet/thunder takes out their mammoth rail cause they can't hit me.

 

So my point was that although on the face of it 40% increase in fire power for 2 seconds more reload time seems good, in practice the alt is counteracted by protection modules for damage and you have a decrease in turret effectiveness in game. 100,000 Xtals will buy a hell of a lot of DD for no penalty in reload time. And in no drugs I would rather shoot someone 3 times in an attempt to flip them or knock off their aim than twice.

 

Not to mention if you miss (which no one ever does) that gives your opponent over 12seconds to do damage to you while you can't shoot back. Firebird/wasp+drugs can do the length of massacre in less time. You can hit him as he leaves their base, you miss him half way and he flames you before you get another shot off.

 

I don't have an extensive garage in turrets to check but it seems that quite a few of these alts are trying to make the turret have the characteristics of another. Thunder alt gives armor piercing ammo no splash effect and no self damage. Faster shooting railgun? Hammer alt tightens up the shot spread making it more thunder like. Rico gets twice the range and a 100% increase in ammo speed for a reload penalty of 20% but that's on the whole clip I believe, So if you don't hold you finger on the space bar it shoots twice as fast twice as far for no penalty.

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I don't have an extensive garage in turrets to check but it seems that quite a few of these alts are trying to make the turret have the characteristics of another. Thunder alt gives armor piercing ammo no splash effect and no self damage. Faster shooting railgun? Hammer alt tightens up the shot spread making it more thunder like. Rico gets twice the range and a 100% increase in ammo speed for a reload penalty of 20% but that's on the whole clip I believe, So if you don't hold you finger on the space bar it shoots twice as fast twice as far for no penalty.

Hammer isn't remotely like Thunder. In fact the reason the alteration exists is because the pellet spread was increased (nerfed) at some point. The Ricochet alteration affects in between shot reload time, so it has greater range and projectile speed at the cost of a lower rate of fire.

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I'll take an increase of 0.12 seconds in reload time for twice the range and ammo velocity any day. In practice it makes the turret awesome in the right hands. On some maps there is nowhere Magnum can hide from me!

 

It was my opinion that the alts where trying to make turrets similar to others I was not trying to compare the turrets side by side. 

 

I'm afraid I'm one of the luddites that would like to see the game stripped of supplies/overdrive/alts and just have the devs concentrate on gameplay and fairness. I play to enjoy it not to be constantly worrying that i'm not drugged and am not going to win. That's not going to make them any money though. What does is selling protection from turrets, then selling alts to counteract the protection then selling supplies to counteract them both. I'm surprised that the hulls don't have alts.

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Are people really this shaken up over how much Rail protection is going around? The alt is worthless, I agree, you're trading off speed for power when the enemy has protection. Stick with stock and just continuously blast them and you will eventually win. Use DP if you have too.

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